Professional Documents
Culture Documents
Blessed and The Damned PDF
Blessed and The Damned PDF
Artwork
Weve used artwork from all over the Internet in PTU. If you see your art here and wish to have
it removed, contact us at the forums below.
Artists: Yuza, HK (nt), Stone, 884, ditb, nanananona, sinsimo, jitsu hidari, satobitorotoku,
k-mica, Tomioka Jirou, tsutsuka, Eric Muentes, atom, Lupicam, Ringo78, ueshita, aina617,
fraosiboi, dendeko, meitei, @@@, shooting428star, o_mi_n, makkim9, mokaapolka, usao
313131, Yuuichi, Shura Skill, Dadada, Nokuran, paperbeatsscissors, Agemono, PurpleKecleon,
CactusCheese, utchy2525, roni, 21grams, yapo (mess),mangoshake, koiwai, Nochita Shin,
Merlusa, Mikami, North Abyssor, Kane, Zesilo, Juupion, Souji, haru, Sabaku Chitai, pokemoa,
Toriko, Cyneko, Kaibashira, Kokemomo Sayakusa, Yohi, krt736, i_gysu, Tetsuko, Kakage, SaDui, Konbu Umauma, srtm, Yakkun, Emunise, Koneri, Yilx, Lechuza, Kashiri Kurosuke, Shuri,
Geo-lite, komasawa, tomo, kl, tachiuo, homa-Nix, hiyo, turizao, yamakaji, betuni, mimizurain,
Cartoons!, sin, pun2, akira hou, hunger, jmatsu1, Ucchii, namie-kun, washimi, ako6vR, nurikokun, strawberrybit, yohi, aoiro no kaze, syui, yoshi (danball), kutta, kaniooyake, yuuichi
Contact Us!
Zetaboards Pokmon Tabletop forum - http://forums.Pokmontabletop.com/index/
Doxys personal email: i.climb.clouds@gmail.com
/tg/ - Traditional Games
#PokmonTabletop on the Rizon IRC network at irc.rizon.net
Table of Contents
Credits
Table of Contents
Authors Foreword
Chapter 1: Gods and Legends
Arceus and the Origins of Legendaries................ 6
What makes a God?............................................ 7
Domains & Avatars............................................ 7
The Gods.................................................................. 9
The Lower Pantheon............................................... 9
The Legendary Birds.......................................... 9
The Legendary Beasts......................................... 10
Celebi.................................................................... 10
The Golems.......................................................... 11
Jirachi................................................................... 12
The Eon Duo....................................................... 12
The Lake Guardians............................................ 13
The Sea Guardians.............................................. 13
Shaymin............................................................... 14
The Swords of Justice.......................................... 14
The Kami Trio..................................................... 15
Meloetta............................................................... 15
Diancie................................................................. 16
The Upper Pantheon............................................... 17
Mew...................................................................... 17
The Tower Duo................................................... 17
The Weather Trio................................................ 18
The Creation Trio............................................... 18
The Lunar Duo.................................................... 20
Heatran................................................................ 21
Regigigas.............................................................. 21
Victini................................................................... 22
The Tao Trio........................................................ 22
The Mortality Duo.............................................. 23
Zygarde................................................................. 25
The Outsiders.......................................................... 26
Mewtwo............................................................... 26
Deoxys.................................................................. 27
Genesect............................................................... 27
Missingno............................................................ 28
The Outer Gods.................................................. 29
The Unown Hivemind....................................... 30
Chapter 2: Unwinding The Secrets
Hunting Legends..................................................... 31
Plan ahead........................................................... 31
The Hook............................................................. 32
The Hunt.............................................................. 33
The Showdown.................................................... 33
Building Churches.................................................. 34
Establish a Theme............................................... 34
Build the Constellations..................................... 34
Polish the Effigies................................................ 35
Legendary Auras..................................................... 36
The Rise and Fall of Gods...................................... 41
Chapter 3: The Blessed and damned
Touched.................................................................... 44
Signer........................................................................ 46
Messiah..................................................................... 47
Branded.................................................................... 49
The Brands........................................................... 50
The Fate of the Branded..................................... 50
Usurper..................................................................... 51
General Legendary Gifts........................................ 53
Legendary Blessings................................................ 55
Patron Stat Tags....................................................... 57
Legendary Gifts....................................................... 58
Lower Pantheon Gifts......................................... 58
Upper Pantheon Gifts........................................ 62
The Outsider Gifts.............................................. 69
Authors Foreword
Authors
Foreword
Pokmon Tabletop United: The Blessed and the Damned is an advanced players guidebook for the PTU system
focusing on how Legendaries interact with the players and the setting, and advanced character advancement options detailed around interacting with these creatures. This book doesnt detail everything you need to play, as its
just an expansion on the core rules. Also note the Version Notes section for a list of changes through its editions.
I by no stretch of the imagination believe these rules or assumptions are something we assume every campaign
should work around. In fact, the reason this book exists is A) we wanted to separate the ideology of Legendary
classes entirely from the core rules and B) it allows us to talk more about Legendaries as Gods and their interactions with the setting. A lot of these ideas, however, were very common place in the developer community and
I have drawn a lot from that. Think of this book as a toolbox, you dont have to use all of it but you can pick and
choose things from here and tweek them as you wish to fit your game.
What you can expect from this is a better idea on how to tie Legendaries into your setting if you want to take a
more divine approach like the later games imply rather than how they were in the earlier games. I think a lot of the
ideas here will help facilitate your creation of your own pantheons, their followers, enemies, rivals, etc. As for the
PC Options what you can expect is a lot of really neat stuff that supplements what was lost with classes like Signer,
Crypto, Touched, and Godspeaker not existing in PTUs core book. Youll find them here, and more options as
well for archetypes that have come up during campaigns but had no class to fit them.
Chapter 1: Gods and Legends starts this off with the big goat in the sky himself: Arceus. It discusses explanations
for what makes a Legendary Pokmon different from a normal Pokmon. After this, we head right into the Lower
and Upper Pantheons of Legendaries, giving you some example blurbs of flavor for each of the Legendaries and
what their Domains and such are. This also includes the section for The Outsiders - things that are Legendary
Pokmon, but are sort of odd and dont fit with the rest exactly. At the end are two completely custom ideas for
Legendaries, the Unown Hivemind, and The Outer Gods.
Authors Foreword
Chapter 2: Unwinding The Secrets discusses topics more suited for a GM. This includes how to incorperate
these Legendard beings into your world, and how to handle confrontation or seeking to capture one. This includes an index of the Auras, and how to handle a Legendary Pokmon being killed.
Chapter 3: The Blessed and Damned moves into Trainer Advancement options. Take note that none of the
options here have the [CLASS] Tag. This is intentional! You cant really plan to take these things at character
generation, as they normally present themselves fairly late into a game and often by surprise, so you could very
easily already have four Classes by the time they became available. Think of these as branches of general features. Included here are Signers, The Branded, Messiahs, and Usurpers.
Chapter 4: Legendary Gifts goes hand-in-hand with Chapter 3. It is an index of all the Legendary Gifts that the
character advancement options in Chapter 3 can access.
So now that you have an overview of the contents of this book, lets move onto talking about Legendaries!
Just like the other Pokmon: Tabletop United books, there will be notes on rules
clarifications or suggestions for GMs and players. Look for the gray boxes and
Mr. Jenks for those notes!
Hey there, Kid. Names Mr. Jenks. Ive gone by a lot of titles and and dabbled in
quite the number of professions of my time, from mercinary to missionary work,
and everything in between. Nowadays, people call me an expert on Legendary
Pokmon, and those they shine their blessings on and those they curse. Folks come
from far and wide to hear my spiels on em, but truth be told Id rather just sit back
and watch Mighty Moe Meguca Rangers. So, Im a bit of a vagabond. Seems you
found my camp, huh? Guess I could tell ya a thing or two, but I only accept payment
in plastic moe.
Chapter 1: Gods
and Legends
Arceus and the Origins of Legendaries
What, you wanna hear about how it all began, kiddo? Well, sit down there yonder and lets start ourselves a tale
then. I dont suppose you find many folks who deny Arceus played some sorta role in it all; question be just what he
did, let alone who the heck he is. Personally I side with the belief some other big shot in the sky made him. Makes
sense when ya think about our relation to the critters.
While the facts are unclear, what is well established by scholars and other Legendary Pokmon alike is that Arceus played a large part in the shaping of the world as it is. Most of the higher Legendaries will even willingly
admit their submission to the being, as well as owing their own existence to it. Beyond that, few mortals have ever
been graced with the chance to encounter the elusive deity, and his personal pantheon are barred from revealing
what little they know of him. Due to the uncertainties surrounding Arceus, various religious practices around it
have popped up over the eras, but there are very little confirmed bits of information about it.
Arceus has the power to create life, and created many of the higher Legendaries. Beyond that is unknown just
what all he himself created.
He plays a very minimal role in the affairs of mortals, delegating that to his pantheon, unless matters elevate to
the direst levels.
Certain heroes in history have allied with the creature and commanded it in conflict
I imagine youre wonderin how that last bit works - hows the world even function, existince not
become completely derailed, and the universe victim to untold anomolies because someone shoved
Arceus in a ball? Well get to that in Chapter 2: Electric Bungaloo.
and include species such as Giratina, Palkia and Dialgia. Their overall power is much more significant than
those of their regional counterparts, but their overall
influence on the lives of mortals is less direct.
It is also worth noting most Legendaries can take on a
human avatar, and do so often in meeting with mortals. They find this often makes conversation easier on
both parties - and allows them to walk among mortals
without being harassed on occasion. In Arceuss case,
there are no consistencies here, and he has a hand in all
domains of life and existence.
Why do this, you wonder? Its pretty prevalent in mythologies, if you think about it.
You know how many ladies Zeus seduced while lookin like you or me? Well, maybe
not you, but certainly me. Point is it can make em easier to relate to, if they literally
got a human side to em.
Theres a lot of other applications for this sorta hocus pocus. Think of all those stories of mortal gettin tricked by a demon in disguise. Snake in the Garden of Eden
anyone? Or somethin more benevolent, like bein visited by Morgan Freeman - hes
gotta be Arceus, after all. Okay maybe just a Mew, but hes somethin, thats for sure.
Not to mention, think of all the kawaii outfits and possibilities. Yeah, like these right
here. Make your doki doki warm, dont they?
The Gods
Before jumping right into this section, lets discuss the content of each section. The Legendareis are broken into
three sections - The Lower Pantheon, The Higher Pantheon, and The Outsiders. Lower Pantheon Legendaries
operate on a more Regional level, and are much more common occurances in the world as a whole. They include many of the Regional Trios, and most the less powerful Legendaries. The Higher Pantheon Legendaries, in
contrast, operate on a global scale and include most the more powerful and iconic Legendaries. The Outsiders
include beings that are considered Legendary Pokmon, but dont have the same origins as the Lower and Higher
Pantheon; many of them are not Gods, but those who are act outside of the actions of the others.
Each section includes an example fluff blurb, Domains and Avatars for a Legendary. Keep in mind these fluff
blurbs, while fitting for their respected species, are not the only possibilities. Based on your setting and what its
inspired by, finding a fitting backstory or mythos for your Legendaries can be a very enjoyable way to expand
upon how your setting ticks. Its also reletively easy to fit these Legendaries to mythologies in history, such as Arthurian Legend, Greece, Roman, and Norse mythologies, Chinese, Japanese, Indian, Egyptian, Native American
and South American folklore, or even Haitan Voodoo! Thanks to many of the shared themes and motifs amongst
both Legendaries and these mythologies, its very easy to piece an existing God, such as Zeus, to a Pokmon, such
as Zekrom.
10
11
12
13
14
15
16
17
18
19
20
21
22
23
The Nazis back in World War Two? Yeah their Officers totally had Yveltal on their
hats, dont let people tell ya otherwise.
24
25
The Outsiders
Theres a few outside the grand order of things too. Arceus didnt make them, thats for sure. Their origins are pretty
varied. Some we as humans made, some are completely alien from our world, otherswell, I aint quite sure to be
honest. Dont think anyone is.
Mewtwo
People used to be scared about Nuclear Weapon arms races. Wonder what those guys think about the Mewtwo arms
race nowadays. Team Rocket opened up a huge can of wurmples with that one.
The Mewtwo genome was both a great historical moment and scientific achievement, but its details are less than
noble. The credit is officially assigned to a Dr. Fuji, who became obsessed with the concept of cloning his deceased
daughter. The then leader of Team Rocket, Giovanni, saw potential in his research, and funded him under the
condition he also created a clone of Mew. While the results of Dr. Fujis human clone had an unfortunate end, he
exceeded beyond Giovannis expectations with Mewtwo. Once it matured, he was able to make the creature into
a living psionic weapon. In the teams own facilities, they began to manufacture the creatures, and sell them on
the black market. This eventually became public knowledge when the formula was leaked via the internet, and
the world was never the same. Where nuclear warheads were once a threat, now nations judge their security on
how well they are able to manufacture Mewtwos. The creatures are ruthless on the battlefield and more resilient
than an airship cruiser, but have a very compelling catch on how they must be raised or they will grow unstable
and uncontrollable. First noted by Dr. Fuji himself, Mewtwos need to be raised alongside a human child their
symbiant. This interaction from birth with a human youth instills in them a strong connection with humans they
will not develop otherwise. The reason for this is up for debate with scholars, but many believe part of it is records
indicate the original Mewtwo itself was made from a mix of Mews DNA, and that of Dr. Fujis daughter. While
the formula is highly classified, its not farfetched to surmise the process is still similar. These children typically
grow up to be the handlers for the creatures, but in the case of their demisewell, even the original had a bit of
a tantrum when that happened.
Domains: (Loyalty, Symbiotic) or (Chaos, Destruction), War
26
27
28
29
30
Chapter 2: Unwinding
The Secrets
Hunting Legends
Plan ahead
You as the Game Master should have a very good idea
how you see your game spanning out in terms of plot,
allies, progression on the whole. If you know its going
to be a long, long time before your Trainers can feasibly
accomplish such a thing, start early with the hints and
tidbits. If this motivation comes up later in the game,
dont feel like you need to draw it out to such great extent what matters here is the overall experience, not
their time investment.
31
The Hook
Dont worry kid, youll be seein me in this section too, but its a bit different
than the last one. Here were gonna talk about less fluff and more how you
weave these fantastic creatures into your stories. The main goal here should be
a more natural introduction than just sending Gensect to eat your players when
you feel they are up to snuff to fight the beast. Lets make a quest or tale out of
this, not a brawl! Bonus points if theres kawaii magical girls involved.
But now that I got your attention, lets talk about the Rocket Shotgun Delimma.
Its a pretty common gripe when it comes to Trainers catchin Legendary
Pokmon. When it comes down to it, A Pokmon in a Trainers hand is essentially a weapon you hone and build upon over time. Startin off with your
Charmander is like a buncha sticks you sharpened until you got one that sorta
worked as a spear. Over time you get used to fightin with this spear, and even
start to work on it and upgrade it with actual metal tips and such. You grow
an attraction to it and a phychological bond - the Charmander you raised to a Charizard is not just a weapon
anymore, but a buddy. You got real, emotional attatchment to it.
Now lets pretend the Charizard is still a spear for a second, and I hand you a rocket launching shotgun that
blows everything to bits with a simple pull of the trigger. Youre suddenly torn what to do cause while this thing
will level all who stand before you without effort, it trivializes the spear you worked so hard with up till now. If
those spears represent your normal Pokmon, this guns a Legendary if left unchecked. And that just aint sugoi at
all, my kawaii little kohai.
Dont worry though, Old Man Jenks got your back. We got some suggestions on how to handle this later and
alleviate the fears of the Rocket Shotgun Delimma.
32
The Hunt
Feel free to let them learn about what this gods auras
are capable of, what sorts of feats they are, and introduce
Trainers who have befriended or captured such beings
themselves as role models or nemeses. They should get
a feel for how big a challenge this is going to be, and that
they may fail the first couple attempts at it. If you put
them in a situation where they capture and raise certain species of Pokmon to meet this goal, youre doing
something right!
The Showdown
The eventual showdown is almost guaranteed to be a
very exciting moment for a Trainer, but you can do a
few things to spice it up as well. Perhaps theres a certain
ritual one must perform to get the attention of this god,
or they can only encounter them in a particular location
at an oddly specific time. Maybe they need to first anger it with an act the god would find atrocious, or their
actions against this being have finally boiled over to a
33
Building Churches
If youre wondering on how you could go about establishing a pantheon and religion in your own Region,
look no further! This can be a daunting task to take
on cold turkey, so lets go over a few steps to ease the
burden.
Establish a Theme
Generally, when a GM goes about creating their own
Region, they have a source or real location in mind;
you might base a Region off of the United Kingdoms,
the state of Washington, India, or even all of Africa. If
youve done this, take a look into the local myths, legends and fairy tales of that location. These tales will
serve as the basis of your pantheon and direct its tone
and scope, as well as give you a bit of insight to what life
was like for people in your target time period.
A location with a rich ancient mythology, like Greece
or Italy, would likely have a Pantheon with its own set
of politics and strict forms of worship. Likewise, The
Wild West in the post-Civil War era of the United States
might have its fair of tall tales and local Legendaries,
but unless you ventured into Native American territory,
these beings likely wouldnt be worshipped.
If your Region didnt directly draw inspiration from
an existing location on Earth, or is on a scale too large
to handle this way (such as a solar system or the entire
continent of Asia or Europe, where youre going to have
more than one faith and several prominent cultures), it
still helps to do some research on some of the worlds
countless Mythologies as a basis; it helps to familiarize
yourself with some of the usual themes in the primary
Gods and Goddesses, and the ways people worshipped
and viewed them.
34
Gods of Humanity (Death, Mother, Father, Fate, Fertility, Love, Lust, Health, Hunting, Wisdom, Tricksters,
War, Commerce)
35
Legendary Auras
What, you thought it was that easy? Oh you poor soul. Lets talk about auras, then
All living things possess an Aura, though that of a god is a much more powerful thing. All Legendary Pokmon
possess at least three domains. These domains correlate to the essence of their Auras, and have powerful effects
on the world around us.
The following are basic guidelines of these Auras:
For each Aura a Legendary Pokmon has active, they gain +2 to each of their Combat Stages
A Legendary Pokmon may only have three Auras active at any time, even if they possess more than that.
While a Legendary Pokmon has an aura active, they may diminish the effectiveness of a single Super Effective
attack to become a neutral resistance once a round for each Aura activated (So, in most cases, 3 per round)
When facing another Legendary Pokmon, if they share an Aura, neither is effected by that particular Aura (So
a Mews Life Aura has no effect on Ho-Oh)
If an Aura is disabled by any means and a Legendary Pokmon possesses more than just those three, they may
activate a remaining one instantly.
Arceus has access to every Legendary Aura.
A captured Legenday might not have access to all, if any, of its Auras.
A Legendary Pokmon may extend their Aura to an ally, empowering them. This may be a permanent or temporary blessing.
That last ones a great way for Trainers who dont have much desire to capture or get blessed by
a God to not feel like a muggle at Hogwarts. The one above that? Yeah, when you capture a a
God dont go expectin it to fight at full force for ya. Mortals werent meant to command that
sort of power. Also storytellers, the zoofman tells me I should inform ya to look in the core rulebook for guidelines on boss encounters, with mechanics such as HP Pools and handlin status
effects differently. Whatever all that mumbo jumbo means.
36
Chaos
Concept
Concept is actually not an Aura in its own, but rather
is used as a short hand to express that The Outer Gods
each possess two Domains other than Fate. If there is a
Domain with a name matching one of the Concepts associated for this Outer Gods Type, it possesses that Domain (for example, Fire has the Love Concept, hence it
has the Love Domain.) For the rest, refer to the following:
Creativity
The Possessor of the Creativity Aura may use the Featuress Nuanced Performance, Reliable Performance,
Bardic Flair and Power Chord, Fabulous Max, and Rule
of Cool. They may target themselves with these features, possess AP equal to 3 + (Possessor level / 5), and
are considered to have 4d6 in all their Contest Stats.
Death
All that oppose the Possessor of Death Aura lose 1/10th
their max HP per turn. If any enemy combatants reach
-100% HP, they instantly die. Those slain in such a
manner may be risen by the Possesor of Death Aura as
its own loyal servants. If an enemy combatant strikes
the Possessor, they must roll a d20. On a result of 5 or
less, they are inflicted with Heal Block.
Devourer
Creation
The Possessor of the Creation Aura can both meld the
world to their liking and bring forth servants of their
own creation to do their bidding. Once per turn the
Possessor may do one of the following:
Place a Weather effect into play. These Weathers are
always Type Shifted to one of its Types in a manner to
be beneficial for the Possessor.
Change up to five adjacent meters of terrain of the
battlefield in any manner they please. This could be
creating walls, making difficult terrain, conjuring water
to block off a path, ect.
While the Devourer Aura is active, the Auras of all other Legendary Pokmon in the vicinity are disabled. If
The Devourer Aura is disabled, they may invoke their
Auras again.
Destruction
If the target of a Move used by the Possessor of Destruction Aura would Resist it or is Immune to it, it instead
does Neutral damage. All passive damage (such as
from weather effects, status effects, or spikes) the Possessor would deal is doubled, and Magic Guard, Sturdy,
and other defensive Abilities are disabled.
37
Dreams
Heroism
Emotion
All who oppose the Possessor of Emotion Aura are immediately Confused, Enraged, and Infatuated with the
Possessor. Any Status Moves used by the Possessor that
target an enemy or ally instead target all enemies or allies. Abilities that give Immunity to Status Effects are
disabled before the Possessor of Emotion Aura.
Equilibrium
Hivemind
The Possessor of the Hivemind Aura may use Hidden
Power of any Type of their choice as if they had the
Words of Power and Feature. The Possessor also copies
any Features from Mystical and Elemental Connection
Classes from all combatants.
Law
The Possessor of the Law Aura declares 3 rules. All enemy combatants must abide by these rules. Breaking
All damage inflicted to the Possessor of Equilibrium these rules provokes the wrath of the Possessor of the
Aura is returned to the assailant. The Possessor may Law Aura, resulting in them receiving a free priority
use Synchronize as a Free Action anytime they are in- attack against the one who broke the rule.
flicted with a Status Effect that would trigger Synchronize.
Storytellers shouldnt be complete
scumbags with this one. You may
not attack me is no fun for anyone.
Think more like the Judges from
The Possessor of Fate Aura receives a bonus of +3 to
Final Fantasy Tactics Advanced all Attack, Skill, Feature, Status Recovery, and Opposed
thats more the intent here.
Rolls they make as long as the Aura is active. All that
oppose them receive a -3 penalty on all of these Rolls.
Fate
Glitch
Hitting the Possessor of Glitch Aura has a 50% of increasing your Glitch by 1. At Glitch 1, all your moves
turn into Metronome (with their normal frequencies.
For example, Leer would become At-Will Metronome).
At Glitch 2, whenever you use Metronome you roll for
two moves, and the Possessor chooses the one you use.
At Glitch 3, you roll for three moves, and the Possessor picks one. The Possessor of Glitch Aura always has
Glitch 3.
Life
Possessors of the Life Aura may revive a knocked out or
dead ally once per turn as a Swift Action. This resurrected ally is healed as if they were treated at a Pokecenter and their injuries are cleared. Possessors of the Life
Aura may also use Heal Bell at EoT Frequency and have
access to all Medium Features based on White Magic.
38
Love
Possessors of the Love Aura may inflict one enemy
combatant with the Infatuation status effect per round
of combat. This may effect either gender or targets
without Gender. Possessors of the Love Aura are also
immune to Infatuation. Whenever you hit the Possessor of the Love Aura, roll a d20. On a result of 5 or
lower, treat your attack as if it had the Keyword Recoil
with a value of 1/4th, even if you are immune to Recoil
damage.
Loyalty
ground as they wish. They and their allies are unaffected by these obstacles. These additional elements to the
map persist even if the Aura is not active.
Nature/Oceans/Sky
Possessors of the Nature, Oceans, or Sky Aura may
beckon the assistance of the wilds once per round.
When this occurs, a new combatant enters the battle.
This combatants level is equal to the level of the Possessor if its a Pokmon, and half their level if its a Trainer.
If they possess multiple of these Auras, they may summon one ally per Aura per round.
Nightmare
The Possessor of Loyalty Aura judges the bond between its enemies and their Pokmon partners. Any
Pokmon under Loyalty 5 have all their combat stages
Those who oppose the Possessor of the Nightmare
lowered to -3. Each time a Pokmon under this duress
Aura are affected by Frightened when they fall asleep.
is issued a command, roll d20. On a result of 7 or lower,
Frightened causes those afflicted with it to be treated
their each of combat stages are lowered by another -1.
as Paralyzed as well as Suppressed, even if they would
normally be immune to these effects. This persists for
the rest of combat, even if the Aura is disabled, and cannot be removed by conventional means. If the conflict
occurs in the Dream World, all who oppose the PossesFortune favors the Possessors of the Luck Aura. Whensor are treated as Frightened as soon as combat begins.
ever they would roll a d20, roll 2d20 and take the higher. They are always treated as being under the effect of
the Super Luck Ability. The Possessor also emits pure
luck, treating it and all allies as if they were holding a
Luck Incense.
Whenever you hit the Possessor of the Pathogen Aura,
roll d20. On a roll of 5 or lower you become Infected. Infected individuals are considered Poisoned and
Burned even if they would normally be immune to
these status effects. This persists for the rest of combat,
even if the Aura is disabled, and may not be removed by
While this Aura is active, all who oppose its Possessor
conventional means.
are Supressed. Furthermore, all Moves they know of
Scene or Daily frequency are Disabled; this includes
Moves that were lowered to this frequency from Supression. This persists as long as this Aura is active.
Luck
Pathogen
Knowledge
Peace
Matter
Possessors of the Matter Aura may add difficult terrain and physical obstructions such as walls, cliffs, pits,
lava, water, and other things of this nature to the battle-
39
Predator
Storms
Primal Weather
Symbiotic
Rejuvenation
Time
Rivalry
Solitude
Trickery
40
War
Willpower
The Possessor of the Willpower Aura may Petrify a Target a Round as a Swift Action. While Petrified, you are
completely removed from the initiative order. Petrify
cannot be avoided, and can only be removed by a Possessor of the Emotion, Knowledge, Life, Rejuvenation,
or Willpower Aura. Petrify persists even if the Aura is
Disabled.
Folks who get afflicted by the Willpower Aura dont always get turned
to stone, but they do get sapped
of motivation to do much else but
stand still, and maybe pick at that
itch thats botherin em.
Expanding on the above, The Lake Trio are very effective at nullifying the Legendary Auras of other Gods.
Doing so can be done At Will with an AC of 10, and will
not disable one of their own. They were created for this
purpose and excel at it. However, a Legendary can still
To actually slay a God, a number of things must hap- only have one Aura disabled every Two Rounds.
pen. First, all its Legendary Auras must be disabled.
Only in this state is it truly at risk of death. Disabling a Likewise, if a Legendary attempts to shatter an Aura of
Legendary Aura is not an easy task. The following are one of their servants (for example, Lugia and The Lega couple of ways of doing so, but only one Aura may be endary Birds), they can without fail or disabling one of
their own; Legendaries who are subservient to another
disabled every Two Rounds :
simply cannot stand against their masters.
The most straight forward approach of doing this is
inflicting Massive Damage with a Super Effective attack
this could potentially cause one of its Auras to waver.
Yes, this means Arceus has the
The problem is its extremely difficult to hit a Legendary
power to, if he desired, disable Auras
with such force.
willy nilly. Granted this is ultimately up to the storyteller, but its what
Another would be introducing another being posthe implication here is.
sessing a Legendary Aura to the fight. Legendaries can
disable an enemys Auras at the cost of disabling one of
41
If by chance you somehow get ahold of a God in Egg form, theres nothin stoppin a Hatcher from
applin a little TLC to it, just like they could for any other Pokemon Egg. Hell, a God would probably thank them for properly takin care of them while they were in such a vurnable state. Not to
mention a God allyin with a Trainer while in a weakened, infant state is a pretty kawaii start to
becoming a Blessed individual.
42
Chapter 3: The
Blessed and damned
In this chapter you will find various character advancement options for Trainers who have been blessed, or
cursed, by a Legendary Pokemon. These options function much like classes do; they begin with the purchase
of a base Feature or Edge, and from there branch off
into further options.
43
Touched
The most common of those given gifts of the divine are The Touched. Often Touched individuals are devotees of
their benefactor, cultists of a mysterious faith or heroes of great renown. In other instances they were simply in the
right place at the right time. The Touched have been blessed by a greater being. This blessing is not just a measure
of faith in the individual, but a force that changes them physically, mentally and spiritually.
Mechanically, Touched is the main gate way for blessed individuals to aquire Gifts. It includes both Edges and Feats,
and more specific archtypes of Blessed individuals (Like Signers and Messiahs) require Touched as a prerequisite.
44
Edges
Feats
Touched
Major Gift
Prerequisites: GM Permission
Static
Effect: You have been blessed by a Legendary and gain
their Minor Gift. This Legendary is considered one of
your Patrons. You may take Touched multiple times,
each time for a different Patron.
Soulbound
Prerequisites: Touched
Static
Effect: Whenever your Patron feels strong emotions
(positive or negative) or pain, those sensations will be
shared with you, no matter the distance between you.
You may take Soulbound multiple times, each time for
a different instance of Touched.
[PATRON STAT]
Prerequisites: Touched, GM Permission
Static
Effect: You gain one of your Patrons Major Gifts. This
Major Gift may be of your GMs choosing. This feat is
able to be taken multiple times based on your GMs discretion.
Pact Gift
[PATRON STAT]
Prerequisites: All of your Patrons Major Gifts, GM Permission
Effect: You gain your Patrons Pact Gift. Lower Pantheon Legendaries do not have Pact Gifts.
45
Signer
Where The Touched themselves are changed by their Patrons, Signers more act on the behalf of a deity. Powers
they gain more are channeled through them than controlled themselves, and as such they are not always as readily
available as those of others.
Both Messiahs and Signers use Blessings for their features. These are different from Gifts, and are unique to these
two classes. Messiahs and Signers utilize Blessings in different ways. They are discussed in greater detail in their
own section.
Signer
[PATRON STAT]
Prerequisites: Touched, GM Permission
Static
Effect: Choose a Rank 1 Blessing. You gain this Blessing in the form of a Sign. Signs store the energy of the Divine,
and may be activated as a Swift Action. Signs can be used once per Scene, and cost 1 AP to activate.
Sign Mastery
46
Messiah
While all Touched individuals have been blessed on some level, Messiahs make up a very small number of the
already limited Touched population. These beings have devoted large portions of their lives to assisting their
Patron, and act as their right hand in matters they themselves cannot. While this may sound similar to Signers,
Signers are less spiritually tied to their Patrons than Messiahs are for while a Signer can channel Blessings
through their Signs, the Messiahs require no such medium.
Both Messiahs and Signers use Blessings for their features. These are different from Gifts, and are unique to these
two classes. Messiahs and Signers utilize Blessings in different ways. They are discussed in greater detail in their
own section.
47
Messiah
[PATRON STAT]
Prerequisites: Touched, GM Permission
One Time Use/5 - Extended Action
Effect: Your Connection with one of your Patrons has reached such a point that even you are capable of performing the miracles they are renowned and worshiped for. Expending a use of Messiah allows you to perform such
a miracle. For example, in a Region where Shaymin is known to restore withered forests to their former glory, a
Touched who is a Messiah of Shaymin might be able to cause a forest to start to rapidly recover from the aftermath
of a wildfire. Such acts are usually, but not always, noticeably supernatural and divine.
In My Name
48
Branded
The Branded are individuals who have made a deal with a devil. They have become literally branded in some
form as proof as the contract, and while they will receive what they wished for, the stakes are always high in such
transactions, and the devil always gets whats due. They and their followers will constantly observe, follow, and
hound you to accelerate the process, and may potentially trick or threaten into situations where you will fulfill the
contract.
This look vague? Cause its supposed to be. The contracts come in many forms and
types, and its expected a storyteller whose introducin one would be talkin to the contractee in detail with it. The big intent here isnt small things, but big ones, like I want
the power to raise the dead, and the cost being, When you eventually depart from
this world yourself, your soul is mine to keep. Its big things, big nasty things from
big nasty mother hubbers you wanna eat your babies but are polite enough to be all
legal like about it. Though keep in mind, storytellers, this doesnt really always gotta
be this way. This could be a rather interesting way to become Touched by Giratina, in
a sense, by making the deal more an annoyance, a favor, or a drawback than a dire
threat to ones existence. Also, feel free to make up your own Brands!
49
Branded
[PATRON STAT]
Prerequisites: GM Permission
Static
Effect: You have made a contract with a deity or other supernatural being and have been Branded for it. This
Brand may or may not be of your choosing. The other party will uphold their side of the deal and expects you to
do the same. Other Legendaries may be wary to grant you Gifts in the future based on the contents of this contract.
Your Patron Stats for this feature are those of the being you made your contract with. If this being was not a typical
Legendary, its Patron Stats are its two highest base stats.
The Brands
Carrion Scent
50
Usurper
Some dont just seek the powers of the divine, they seek to be divine. Long in history have been tales of mortals
usurping the title of Godhood, and such a pattern persists till this day. It is hardly an easy thing to accomplish,
and wins one many enemies along the way. Those who claim this title had best be prepared to defend it, for they
wont last long otherwise
Usurper is one of the highest shenanigan advancement options in this book. Its a very morbid concept, and comes
with a lot of power. This is the sort of concept you want to make sure folks are on the same page about including
as a player option, but it makes a -great- tool for building villians.
Theres oft questions about how Usurpers handle taking damage between their forms. The way this works is quite
simple - when an Usurper takes damage in one form, both forms lose HP equal to the final amount of damage
dealt. If they are knocked out in one form, but not the other, they default to the still concious form. Also, the
following Edge is available to Usurpers to utilize their Features.
51
Usurper
[PATRON STAT]
Prerequisites: You have slain a God and through occult ritual or technology have absorbed its essence.
Static
Effect: Your human form is now considered your Avatar, and you gain a second set of stats for your Pokmon
form. This form is that of the Legendary you usurped, starts at level 1 with the nature and abilities of your choice,
and may gain experience as if it were a Pokmon you owned. Switching between your human form and this one
takes a Standard Action. Usurpers cannot receive Gifts or Blessings from other Legendaries, as they are divinity
themselves now. Any Touched, Branded, Messiah, and Signer Edges and Features you possessed up until this point
are refunded. The Patron Stats for this Feature and all other Usurper Features matches the stats of the Legendary
you Usurped.
Shared Strengths
Gift of Power
[PATRON STAT]
Prerequisites: Pokemon Form Level 60
One Time Use
Target: A Trainer
Effect: You gift your target with a Blessing of your own.
Whether this makes them Touched, a Signer, or Branded is at your digression. The actual Blessings may not
need be the one listed here for your Legendary Form,
but ones of your own creation at your GMs discretion.
True Power
[PATRON STAT]
Prerequisites: Shared Strengths Rank 2, Pokemon
Form Level 40
Static
Effect: You gain one of the Domains and its corresponding Legendary Aura associated with your Legendary Form. This Feature may be taken multiple
times, but with the second time at Pokemon Form
Level 60, and the third at Pokemon Form level 75.
52
Symbolsight
Gift of Command
53
Godslayer
Symbolsight
Giftsapper
Godslayer
[PATRON STAT]
Prerequisites: GM Permission
Static | 1 AP - Standard Action
Target: Self
Static: You know when there are people, Pokmon, or
objects that would appear differently to you through
Symbolsight within an area of you about the size of a
small town. You do not know their location, number, or
distance from you, only that there is at least one within
the range of your sense.
1 AP Effect: For the next ten minutes, you see the world
through the lens of Symbolsight. You may end this
effect early as a Free Action.
[PATRON STAT]
There are those for whom the Gifts of a Legendary are Perquisites: GM Permission
anathema. The reasons may vary greatly depending on Standard Action EOT
whats possible in your campaign and setting - they may Target: A Legendary Pokmon.
simply have had a cursed birth or were at the epicenter Effect: You may attempt to shatter one of the targets
of a supernatural disaster, or they may have specifically Legendary Auras. The AC of this action is 10. If you
studied arcane arts to combat the Gifted. Either way, successfully disabled the Aura, but rolled a 10-15, the
these individuals have no ability to gain Gifts of their feedback from the action gives you an Injury.
own but pose a potent danger to the Gifted by making it
more difficult for them to use their powers when nearby.
Giftsapper is also a potent Feature to give antagonists
facing off against a Gifted party.
Giftsapper
[+Any Stat]
Prerequisites: GM Permission, No Gifts
Static
Effect: As long as Giftsappers user is conscious, all
Trainers within 10 meters must make a Focus Check
with DC equal to three times the highest Skill Rank
of Giftsappers user between Focus, Intimidate, or
Command in order to activate their Gifts. This Check
is made each time a Trainer attempts to use an activated
Gift, and a failure means neither any resources such
as AP nor the frequency of the Gift is expended. For
Gifts with Static or ongoing effects, the Check is made
each turn, and a failure ends the effect for that turn.
Giftsappers user may never gain Gifts.
54
Legendary Blessings
Rank 1 Blessings
Rank 2 Blessings
Ancient Wisdom
Blessed Power
Messiah: Static
Signer: Free Action
Messiah Effect: You gain an extra Dice on Education:
Occult checks, as well as any Check dealing with Occult
topics or situations.
Signer Effect: You may use Ancient Wisdom while
making an Education: Occult check to add an additional
Two Dice.
Blessed Strike
Prerequisites: Paragon
Messiah: Daily Free Action
Signer: Free Action
Messiah Trigger You fail a Skill Check or Accuracy
Roll.
Signer Trigger You roll a Skill Check or Accuracy
Roll.
Messiah Effect: You may reroll this Skill Check or
Paragon
Accuracy Roll.
Messiah: Static
Signer Effect: You may add +4 to this Skill Check or +2
Signer: Swift Action
Messiah Effect: When you take Paragon, choose either to this Accuracy Roll.
Body, Mind or Spirit. You gain +2 to all Skill Checks
Soul Mending
made with Skills under that group.
Signer Effect: You instead choose one of these Skill Prerequisites: Spirit Mending
Groups, and gain a +1 bonus to this all Skill Checks Messiah: One Time Use/10 - Extended Action
under this category. This lasts until the end of the Signer: Interrupt
Scene. You may choose a different Skill Group each Messiah Trigger: A Trainer or Pokmon dies.
Signer Trigger: A Trainer or Pokmon is reduced
time you activate Paragon.
below 0 HP.
Messiah Effect: Your divine powers allow you to
Spirit Mending
intervene, saving the Targets life. They are set to 5
Messiah: Daily x3 Standard Action
Injuries that will heal at half the normal rate, and 1 HP.
Signer: Standard Action
Signer Effect: The Target receives no further injuries
Target: A Pokmon or Trainer
Messiah Effect: When using Spirit Mending, choose after being reduced below 0 HP. If being Knocked Out
one of the following: The Target is Heals 30 HP, or the alone would set them to 10 injuries, they instead are set
to 9 Injuries.
Target recovers two Injuries.
Signer Effect: The target recovers 50 HP and one Injury.
55
Rank 3 Blessings
Blessed Resilience
56
Dialga: [+SpAtk]
Palkia: [+SpAtk]
Giratina: [+HP]
Xerneas: [+Attack or SpAtk]
Yveltal: [+Attack or SpAtk]
Zygarde: [+HP]
Diancie: [+Defense or SpDef]
57
Legendary Gifts
No matter the intent or process involved, when a
human is blessed by a Legendary Pokmon with some
of its powers, use the following Legendary Gifts. These
are sorted specific to species or sets of species, whereas
there also exist more general Gifts that will be sorted by
domain instead of species (see below).
Minor Gifts are always Edges and represent the first step
toward taking in a Legendarys power. They are usually
non-obvious effects or at least not overtly supernatural.
It is uncommon, although possible, for Trainers to
attain multiple Minor Gifts, particularly if they are from
within the same set of Legendaries.
Prerequisites: GM Permission
Effect: You can sense the presence of Pokmon of a given
Type within 10 meters of you based on which Legendary
Bird or Beast granted you this Edge. Articuno grants
Ice, Moltres and Entei grant Fire, Zapdos and Raikou
grant Electric, and Suicune grants Water.
58
Prerequisites: GM Permission
Effect: You have an intuitive sense of when natural
disasters or other catastrophes are likely to occur near
you.
Eon Duo
Prerequisites: GM Permission
Effect: You are immune to Infatuation.
Jirachi
Lake Guardians
Prerequisites: GM Permission
Effect: You may make Perception Checks to detect
imminent dangers while sleeping.
Major Gift - Eye of Truth
Prerequisites: Minor Gift - Watchful Sleep
1 AP - Standard Action
Target: Trainer of Pokmon
Effect: You can determine whether or not a professed
Prerequisites: GM Permission
Effect: Reroll all dice that result in a roll of 1 when
making Focus and Command Checks.
59
Prerequisites: GM Permission
Effect: Wild Pokmon up to a level of twice your Trainer
Level will not attack or disrupt a water-borne vessel you
are traveling on.
Prerequisites: GM Permission
Prerequisites: Minor Gift - Sailors Guardian
Effect: Choose two Education Skills. Reroll all dice that Static
result in a roll of 1 when making Checks with those Effect: You learn the Move Heart Swap.
Skills.
Shaymin
Prerequisites: GM Permission
Effect: Reroll all dice that result in a roll of 1 when
making Charm and Intuition Checks.
Prerequisites: GM Permission
Effect: You reroll all dice that result in a roll of 1
when making Survival Checks related to plants. You
automatically identify all berries and apricorns on sight.
60
Meloetta
Diancie
Prerequisites: GM Permission
Effect: You may add your Spirit Modifier instead of your
Body Modifier when making Combat Skill Checks. You
get a +2 bonus to Disarming or resisting Disarming.
Prerequisites: Minor Gift - Spirit of Justice
Static
Effect: You learn the Move Sacred Sword
Prerequisites: Minor Gift - Spirit of Justice
Static
Effect: You gain the Courage Ability.
Prerequisites: GM Permission
Effect: Whenever you use song or dance for Intimidate,
Guile, or Charm, you may add half of the highest Skill
Rank you have among these Skills to your Skill Check.
Prerequisites: Minor Gift - Center Stage
Static
Effect: You gain the Soundproof Ability.
Prerequisites: Major Gift - Soundproof
Static
Effect: You learn the Move Relic Song.
Prerequisites: GM Permission
Prerequisites: GM Permission
Effect: You get a +3 bonus to Survival Checks to discern Effect: You may wear Shards as a Trainer Accessory,
upcoming weather from observing clouds in the sky.
and gain a +2 bonus to Skill Checks for the Skill linked
to the shards color. Red is linked to Intimidate, Orange
to Command, Yellow to Charm, Green to Intuition,
Major Gift - Levitate
Blue to Guile, and Violet to Focus.
Prerequisites: Minor Gift - Cloud Reading
Static
Effect: You gain the Levitate Ability.
Major Gift - Magic Bounce
Prerequisites: Minor Gift - Royal Privilege
Major Gift - Therian Form
Static
Prerequisites: Minor Gift - Cloud Reading
Effect: You gain the Magic Bounce Ability.
Daily - Free Action
Target: Self
Major Gift - Diamond Storm
Effect: Create an extra stat block for yourself, Prerequisites: Major Gift - Magic Bounce
redistributing any Stat Points you gained from level ups Static
or [+Any Stat] tags as you wish. You may activate this Effect: You learn the Move Diamond Storm.
Major Gift during an encounter to swap your stats to
the extra stat block for the rest of the encounter. Therian
Form may be ended early at any time as a Standard
Action. Therian Form automatically deactivates if you
Faint. While Therian Form is active, you take on slight
Avian, Bestial, or Draconic characteristics depending
on your patron Legendary.
61
Prerequisites: GM Permission
Effect: You get a +3 Bonus to all Intuition and Charm
checks for the purpose of discerning emotions and
comforting someone.
Prerequisites: GM Permission
Effect: Resting now allows you to recover 1/10th of
your maximum HP per half hour instead of 1/16th.
62
Prerequisites: GM Permission
Static
Effect: You treat Rough Terrain that is rocky or sandy
or that is created by Groundshaper as Regular Terrain.
Prerequisites: GM Permission
Static
Rayquazas Major Gift - Sky Spirit
Effect: You treat deep water that you arent fully Prerequisites: Minor Gift - Clear Skies
submerged in as Regular Terrain.
Daily - Standard Action
Target: Self
Effect: To use Sky Spirit, the current Weather must be
Kyogres Major Gift - Drizzle
Clear as a result of Defog or Air Lock. For the next five
Prerequisites: Minor Gift - Seamaster
rounds, foes within 10 meters of you have their Sky and
Static
Levitate Capabilities halved. Allies within 10 meters of
Effect: You gain the Drizzle Ability.
you add 10 to their Initiative.
63
Prerequisites: GM Permission
Static
Effect: You always intuitively know what time it is and
can accurately act as a human stopwatch.
Prerequisites: GM Permission
Static
Effect: When encountering a corpse, you can always
tell how many hours ago the Pokmon or Trainer has
died, for up to a week after their death.
64
Heatran
Prerequisites: GM Permission
Prerequisites: GM Permission
Static
Static
Effect: You are immune to Hypnosis, Nightmare, and Effect: You get a +3 bonus to Perception and Survival
Dream Eater.
Checks made in mountainous and volcanic areas.
Prerequisites: Minor Gift - Dream Mastery
Static
Effect: You gain the Dream Reader Capability;
Regigigas
Prerequisites: GM Permission
Static
Effect: You get a +3 bonus to all Knowledge: Occult or
Knowledge: Petrology rolls to identify materials that
would be used in crafting or the purpose of a crafted
object.
65
Prerequisites: GM Permission
Static
Effect: Whenever you spend AP to raise your roll on an
Accuracy Check, you get +3 bonus instead of +1.
Prerequisites: GM Permission
Static
Effect: You get a +3 bonus on Intuition Checks to
discern when someone is lying.
66
Prerequisites: GM Permission
Static
Effect: Others get a -3 penalty to Intuition Checks to
detect your lies or discern your beliefs.
67
Prerequisites: GM Permission
Static
Effect: When taking an Extended Rest, you and all
Trainers and Pokmon in the vicinity are treated as if
you spent the night at Poke Center, regardless of where
you are.
68
MissingNo
Prerequisites: GM Permission
Static
Effect: You and the Mewtwo you are bound to may
communicate telepathically, no matter the distance Cosmic Horror
between you. You are also gifted the Soulbound Edge.
Prerequisites: GM Permission
Prerequisites: Minor Gift Twin Souls
Static
Static
Effect: You may add your Mind Modifier instead of
Effect: You gain either the Telepath or Telekinetic your Body Modifier to your Intimidate Checks. You get
Capability. If you possess both of these from their a +2 bonus to Intimidate Checks against Pokmon.
respected Trainer Classes, you instead gain the
Godslayer Feature.
Major Gift - Amorphous
Prerequisites: Minor Gift - Alien Countenance
Major Gift Mental Suggestion
Static
Prerequisites: Major Gift Expanded Horizons
Effect: You gain the Amorphous Capability.
Daily Extended Action
Effect: Mental Suggestion requires both you and the Major Gift - Phasing
Mewtwo you are bound to be in the same vicinity. Prerequisites: Minor Gift - Alien Countenance
Make a Focus check as if you were using Telepath. Static
On a success, you instill a thought or action into the Effect: You gain the Phasing Capability.
Targets mind as if it were one of their own. They may
not immediately act on it, and will question it if it is Major Gift - Mind Lock
too alien from how they would normally act, but the Prerequisites: Minor Gift - Alien Countenance
thought will persist as long as they are unaware of its Static
origin.
Effect: You gain the Mind Lock Capability.
69
Prerequisites: GM Permission
Static
Effect: You intuitively sense the presence of those with
non-MissingNo Gifts around you, though you have
no way of telling who they might be. The more Gifts
someone has, the further away you can sense them,
though you generally cannot sense even the strongest
of Gift holders at a distance of more than 15 meters
away from you.
Prerequisites: GM Permission
Static
Effect: Whenever you make a Knowledge: Technology
Check to destroy, sabotage, or otherwise disrupt
modern electronics, you get a +3 bonus to your roll.
70
71